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Friday, 27 April 2018

Space Hulk Plus - Part 1.5


After getting some progress on the openLock connectors i had a celebratory/experimental game using the new setup. 
This is a homebrew/test map i built a while back and one i commonly use for testing/a quick game. It is relatively small which has the advantages of i) fewer corridor pieces, ii) gets the action happening quickly.

I was also experimenting with a new AI rule set which was... partially successful/useful.


Some Highlights...
Overwatch was the order of the day; overwatch frequently, overwatch well...

Many Genestealers rushed down into this overwatch zone and finally one manages to close the door to allow them to regroup...

Last minute overwatch (after failing a few times, phew!!)...

 Heavy flamer guy cutting off Genestealer access...

Assault cannon guy mowing down incoming critters...

But is exposed to attack from the rear.  Sergeant got your back in overwatch fire (again at the last moment). And praise the Emperor for sustained fire bonus...

I also had a Termi beat a Genestealer at close combat... buuuuut i mistakenly used 3:2 dice instead of 3:1 dice... whoops. I'll assume the Termi rolled his 6 vs the Genestealers 5.
This was actually the only close combat encounter in the entire game. In part due to the AI constraints.

This one's an 'after' picture. The room on the right had two more GS about to pounce on the Termi on overwatch; plus he would have only got off one shot before being assaulted. The sergeant used his actions to thin down the number with some excellent shooting down the board (yes there was LOS so they would have been on the same 'row', unlucky)...


The Terminators were outstandingly successful; in part to favourable dice, in part due to overwatch.

My observations from the game are mainly about the importance of overwatch and more importantly setting up for overwatch.
- make sure you have enough cells between you and the GS to get off multiple shots. 
- make sure you have at least 2 command points available to clear your weapon jams.
- is harder if you have tight time constraints for the mission.


Man of the match went to the Sergeant who pulled off some quality shooting and solid overwatch. Highly commended is for 'trooper in the right side room' who managed to hold the right side of the board for half a dozen turns before the Genestealers managed to get the door closed.

Fun stuff.

Until next time...

Friday, 20 April 2018

Space Hulk Plus - Part 1

[originally drafted 2018-01-18, new content at the end]

Not all projects make it across the line; some end up binned, retconned into other projects, or put into a limbo of indefinite hiatus (aka, "i'll get back to that when i've done the latest thing to pique my interest").

Back in August 2015 (i know because foruhe pics have dates :) ) i started on a now long-running project that sat idle for a long time but which i've dusted off recently.

I'm a big fan of the GW box game Space Hulk. The quantised nature of the mechanics appeals to me far more than the 'ruler measured' mechanics of i.e. regular 40k. Until the appearance of Betrayal at Calth, Space Hulk was my favourite ruleset.


Space Hulk Plus (3D)
Having recently purchased my first 3D printer (2015), it occured to me to make a 3D corridor setting rather than the original flat map jigsaw. There were already some projects on the net at that stage for inspiration; mainly (resin) cast structure pieces though rather than 3d prints.

So I whipped up some models in sketchup and started printing.
In all there were perhaps a dozen different sketchup models, the combinations thereof make up the various Corridor Segments. The straight Corridor Segments (in 1-, 2-, 3-, 4- and 5-block flavours) are made up one or more of the above pieces.
This pic (above) shows three different piece types that comprise a single 'L' segment.

once i had enough segments 'dry' assembled it was time to start gluing them to 3mm mdf as a base. this serves a number of purposes;
i) holds the pieces together, i did consider just gluing the pieces end-to-end but the result was too flimsy. i also considered connector pieces but these were unnecessary using a solid, underlying base.
ii) adds a little weight to make the segments hard to knock around on the table. Without a 'jigsaw' element to the segments they rely on their own mass to keep them in position.
iii) the softer material of the mdf helps protect the table surface a bit (as opposed to plastic)
[ed: if only i knew - re new content]

p.s. pegs are a very handy accessory to have in your hobby space, whether it be for holding glued bits together, as spacers to keep things apart or to prop your paint brush off the table. they're brilliant.

the above pics show the general concept, size and scale of the project.

at the current time i have just finished assembling all the segments, including gluing, edge sanding. before the break i had run out of plastic and then other projects took precedence, but during the recent (christmas) holiday period (2017-2018) i broke out the storage box and started smoothing the unfinished pieces.
I think mid last year i printed off the last of the required pieces (mainly straight segments from memory) and late last year i reworked the door pieces.

anyway, as well as segment finishing, i also worked on connection mechanics, using the (new) door pieces as well as new connector pieces to create a more solid connection between the segments. they're not perfect but they're also not entirely required. the segments are generally solid enough to handle all but the clumsiest, fattest of fingers so not jigsaws are required for every single segment.

i do need to finish off about a dozen connections before moving to the next stage which is probably first stage painting.


[new content 2018-04-20]
so not a lot happened since i drafted this post... until now.

why now?
firstly, a step back; i have just finished churning out a bunch of BFG chaos ships before deciding i generally wasn't happy with the fleet. specifically i have a bunch of cruisers that look so similar aside from weapon loadout that they're... somewhat boring.
even the battleship is barely bigger than the cruisers, whereas the imperial fleet has loads of contrast.
i was considering up-ing the scale of the battleship and perhaps down-ing the scale of the cruisers. I probably also need to consider the scale of the imperial ships as well.
anyway, i'm in a bit of a funk with the BFG project (again).
so i stopped thinking about it.

why not?
for no real reason in particular i was thinking about Space Hulk project instead, and about the connector i designed, which i was never truly happy with.
so i had a look on thingiverse for the openlock tiles/connectors. i'd seen them before but never delved too deeply into it.
anyway i downloaded some stls; modified them to a slightly smaller thickness (connector clip @ 3mm), and made the 'connector block' as wide as my corridor segments... pics help...
bee-uew-dee-full !

a set of 2 connector blocks and the connector clip takes 50 minutes to print on draft setting (perfectly suitable). i'm also cutting out a section of the mdf base and supergluing the block in. it is not flush.

this will put plastic back in contact with the table top - i couldn't be bothered 'back filling' with mdf into the gap between connector blocks - but too bad. it's a brilliant connection.
In hindsight i wish i'd explored incorporating them into the corridor pieces a bit more.

it's going to take a while to print/modified all the corridor segments but so be it; won't be the first time i've had to chip away at a boring task.
pegs getting another workout.

In very brief printer news. the printer is kinda chugging and grinding and making more chirpy noises than i'd like.
bit disconcerting, especially in light of starting a new project where i'll be churning out lots of  items that need to be the same and hopefully get enough of them to finish the project [sigh].
the first 'openlock' print had a 'sliding' issue (pic below). turns out one of the grub screws had come loose from the y-axis pulley gear. easy enough to put back in of course.
however all of the above is why i'm hesitant to really lock down the machine too much (as in locktite the screws and glue the printer frame to the base etc. 
if the future of this printer project is to be one of continuous adjustment then i have a feeling i'm going to be snapping off glued bits etc.
i notice it more because the up!mini just ran with nary a turn of a hex key.

and that's that.

until next time...

Monday, 16 April 2018

A Mixed Bag


The last couple of weeks have been rather random and scattered. I've collected a small selection of mini-projects and experiences; otherwise known as reviewing my recent pics.

Cookie Cutter
Given my official reason for getting a new printer involved making cookie cutters i figured i should give cookie cutters another belt. A fews week back i tried one and the result was rubbish (in part due to print bed adhesion, and in also being in the 'tuning' phase).

So i picked a smaller model and set things running. 2 1/2 hours later in draft mode (0.2mm) I had a result, though IMO a barely presentable result.
There were lots of random suspended strings between seemingly random points, massive striation, and basically a tilt up the vertical walls...   = not useable.

Side Tangent: I have been experimenting with plate adhesion and it turns out glue stick is a clear winner here.  In my research I read that it's better to (paraphrase) "adjust software settings so you're not relying on external means," but as far as i could see things were level; or at least as level as i could make them, and it was frankly getting on my nerves. 
i'm not a gizmo hobbyist; i want to be getting results, and would rather be running a project or making models than screwing around with vernier calipers and a hex key.
Glue stick it is.

So i re-sliced the model using fine print mode (0.1mm), dialled down the print speed to 80% and made sure i didn't bump the table or even look at it too hard.   Which turned out a much better result.
It now took just over 6 hours (acceptable for 1 of jobs i guess)...
 ...and got a usable result.

Turns out i totally misread (due to lack of interest or concentration or both) what you can acetone vapour bath; and PLA doesn't work. damnit!
So it is what it is; relatively smooth and not terrible for a first vaguely serious attempt.


Box Cradles
Something about not barking when you have a dog.

After finishing off my absolutely very last Black Templar models (i have no more box space, so they MUST be the last) i went though shuffling things round to find everything's final positions.

I'd been contemplating magnetising the stormbird landing craft but - like the thunderhawks before them - the small landing assembly/feet were unsuitable.

Briefly considered building an mdf frame but then decided to model up a simple cradle so i could print it instead (woof woof).
This is a v2 cradle which extends to the rear of the model (v1 was just a 'U' under the mid-section); as well as holding it better it means i can get a larger slice of magnet under there.
seems to work ok.



Printer Setup
As well as discovering the joys of glue stick i made an observation about the printer as it was running.
My setup is a temporary one, with the intention of afixing the printer frame solidly to that panel of mdf below it (re pic)... at some stage.
i've been fairly nervous about running anything large on the printer due to the striation issues, and i have a feeling i might have found an issue that is exacerbating the problem. The printer support 'base' (9mm mdf) is heavy enough (which was the point) but it's then sitting on a flat sheet of ply and on the corner i have a fan.   I noticed that as the printer runs, the wiggle of the components was making the fan oscillate up and down, possibly adding further movement to the job. 
solution: move the fan off the board.
better solution: finish off the printer setup.
option A was easier; i'm yet to run another job but i have a feeling i should get at least marginally better results.
[Later: i think it helps a bit. doesn't entirely solve the issue (let's assume there are many contributing factors), but makes me feel the result is better. Not subjective at all...]

i'm looking to start work on the Battlefleet Gothic models so will find out soon.
[Later: I did]



Vraksians
And finally... the Vraksians got some table time on the weekend.   Just a 1500pts game where they THOROUGHLY failed to impress.   i don't feel i've emphasised 'thoroughly' enough there (but there are no more effects to apply to the font), but it was a shocker, due in large to TERRIBLE dice rolling and consistent failure to activate. Which is part of the army of course.

The list i chose was... fragile and a bit niche, as i was interested in exploring artillery and deathstrikes, but yeah, massive loads of fail.

Another downside is that my game buddy may get the impression that ground-pounder marines in rhino's aren't as uncompetitive as i've made them out to be.
I wouldn't mind giving the Vraks another run, but they just feel... incomplete;  with the massive blob formations, low activations, and support by flimsy fluff units.... though i concede that i'm probably missing something in my Vraks-noob ignorance.

I've been asked to review some of the nid models i've put on Thingiverse so i may end up looking at developing that army sooner rather than later.
[Later: I've also noticed that nids are making a come-back, at least in certain regional tournaments,  which is inspiring and should allow me to steal some useful lists.

until next time...

Friday, 30 March 2018

Hemigeddon Project

[originally drafted 2018-02-19]

This one is a Theoretical/Words Project... no new models to behold.

It has recently been local Epic Day and as I sometimes do I was in contact with a gaming buddy of mine; 'interested in coming along for a game?' etc.
He's at the tail end of the learning stage and strategically minded, but I think feels perturbed about playing 'real' opponents in a live/pressure situation [ed: if i am mistaken, my apologies].

As someone who struggles to remember stat lines and rule details I can relate; I clearly recall that learning Epic was a case of being overwhelmed with lists, rules, stats, special abilities and scenarios;
'oh, so you get to throw a bucket of dice at me based on those 4 small models?... interesting... ok... and i can't save?... interesting... ok...'
and that was just cancon 2018.   [ed: ba doom tsssh]

We also had some new folk at the FLGS at the end of last year so there was the potential of new blood in the system [ed: yet to bear fruit, but hope is the first step on the road...]. I showed them the basics when they were there and culminated in something less than Minigeddon.

Anyway, all of this got me thinking about the contemporary beginner's experience. Unless you're extremely lucky to have someone with expertise + keen + local + available to mentor you then learning Epic may well look something like this (and is not meant as criticism by the way)...

Phase 1
Start with a single formation of infantry and tanks; learn that there are moving and shooting actions; throw in transports perhaps; touch on terrain rules, try to hide in it; aim for the wrong set of objectives; get thoroughly confused by the Engage action.

Phase 2
Something resembling Minigeddon; more formations but only a handful; thinking about the game as more than a collection of models; have a better idea about what your Units do; aim (correctly) for the objectives on your opponent's side instead; be mistaken about Engage but at least know you have to roll 2D6 at some stage and possibly start to grasp that it's pretty important.

Phase 3
At this point in time it is not hugely uncommon to to get dropped into your first few 3k scenarios. Sure, theoretically it's just scaling up of what you already.

Phase 4
Tournament Mayhem. You're not going to have faced most of the armies you play so just sit back and watch it unfold.

The steep learning curve starting at Phase 2 -> Phase 4 is predominantly a matter of circumstance (hence not a cause for criticism). Epic isn't commonly played, so by the time you've learned the rules and played a couple of full-strength games your local crew might be gearing up for Cancon or Castle Assault or whatever, and you can either miss a month at the FLGS or get aboard for the next Epic road trip as well.

There's really nothing to resolve the game's popularity. It is what it is.

What I was contemplating specifically was the gap between Phase 2 and Phase 3; Minigeddon then onto Full Game.

As mentioned the difference here sounds like it should be a matter of scaling your knowledge to a bigger area and more formations. However i think there's more to it than that.

Not only are you still struggling to remember (your own) basic stats and the basic rules, but you're going to have to learn a lot more rules, plus any army nuance/quirks/tricks for whatever your opponent is playing this time around (and on the basis that they're not playing the same army as you any more).

Additionally, some armies are actually restricted to sub-optimal loadouts via the Minigeddon ruleset (which is not a criticism of Minigeddon, which is a specific purpose tool and good in it's own right).
An obvious example being Marines who are unable to employ air-assault tactics (no aircraft) and forced into ground-pounder mode which is the [shorthand] wrong way of utilising the army.




So where are you going with this?
The concept that resulted from this contemplation was to build an intermediate ruleset: Hemigeddon, which slots into the learning curve between Minigeddon and Full Game. It's intended for use as a learning method rather than a tournament system.

The main focus is on adding back more rules and strategy, not about making the game bigger (thus adding extended logistics into the mix as well).

You can link to the document here.


Features include...

Points
Half (hemi) Full game point limit per player (1500).
This is only 500 points more than Minigeddon; rather than the possibly anticipated 2k point limit (halfway between Minigeddon's 1k points and Full Game's 3k points).
Sure, you can get some extra Formations for the extra points but the focus is more about adding a little (so as not to scare the player) so you can do more strategically, without adding logistic bloat. It may help to point out the importance of force composition, formation synergies and activation count within your force. Now might be the time to add a supreme commanders and boost formation size rather than simple adding more formations.

Unit Types
Less restrictions on unit types; the restrictions are still aimed at super-large units and space craft.

Board
The board is 1200mm square, so bigger than Minigeddon but not yet full size. This allows the player to explore strategic movement and really start needing double and march actions. Minigeddon keeps the players corralled [ so it's harder to lose your units ;) ] but a larger board forces the player to 'scale out', which they will have to do even more so with Full Game.

Aircraft
Allows aircraft. They're common in Full game, but not included in Minigeddon. New comers have invariably asked me 'when do we do planes'?
You can take titans (War Engines) in Minigeddon, so Minigeddon does cater to more than just the most basic unit types (INF, AV, LV).
Hemigeddon introduces AC rules back into the mix; including the more advanced air-assault rules.

Scaled Objectives
Hemigeddon still has only 2 objectives per side; again reducing strategic considerations. By now the player should be keenly aware that objectives are important and be directing their formations to capturing them as appropriate. As the board is larger, the zone of control is 15cm as per Full Game rather than 10cm as per Minigeddon. 


Conclusion / Progress

So far (Mar 2018) I've had several games using the Hemigeddon system with good results. For beginners it helps retain focus; for experienced players it keeps the game moving along quickly (a quick game is a good game).
I'd definitely like to hear feedback about other people's experiences if you happen to give it a try.

Until next time...

Tuesday, 27 March 2018

Vraksians Project - Part 1

Epic.

I'm a huge fan of the Marines faction; the fluff is cool and I despair at the crunch.


When it comes to (especially) contemporary tournaments (and even in the local setting) most other people prefer other factions/armies. This is good, healthy and expected; but, as I've stated previously learning all the ins and outs of other people's armies is tricky (and thence working out strategies to play against them etc) - especially if you're playing at tops 1 game/session a month.


I have a local gaming buddy who may potentially be interested in a more 'standard' army rather than say heavily sci-fi orks, nids or tau. So as an experiment I'm putting together a Vraksian Renegade force.


This is my first time building what is effectively an Imperial Guard army. I've played against them a number of times with varying level of success.

My titan/knight based games vs guard are usually not so good (a prevalence of Titan Killer weapons), but my marines vs guard games have been ok, with the guard being susceptible to heavy infantry and mobile forces... just generally speaking of course.

I'm very much looking forward to developing a well constructed "opposing forces" army.

My Eldar army has sufficient numbers and unit variety, but was thrown together quickly (more-or-less) for my Marines to practice against.
Now, with all my Marines/Titans/Primary forces done and boxed it's a chance to focus on these opposing forces and diversify my armies and knowledge.
In time my Chaos Marines/Demons and Tyranids will be getting a substantial makeover but the IG/Vraks feels like a fresh starting point.

So, enough blither...


The printer had a good workout (yep, a recycled pic) creating specific units for some sample lists.


3mm mdf cut into strips, then into square bases.

Tanks glued to bases. Although bases don't count as part of the unit, i find it easier to measure from one of the 4 corners of the base rather than picking a corner of a hull or some other sticky-outy bit.
Paint table getting busy again.
Everything gets a coat of black.
The Alpha Legion are going to be getting a base coat of 'scarsnik green' and then either 1 or 2 washes of 'blue tone'. 
Here they have 2 coats on. probably close enough to represent Alpha Legion teal. Pics on the web really vary as to the colour of AL, so i'm not hugely concerned.

All the Vraksian force are base coated 'ushabti bone' and will be getting 1 or 2 washes of 'agrax earthshade'.


And a few hours of work later (because my ocd apparently knows no bounds)...

 
Two coats of Agrax then everything gets Leadbelcher features.
The Hell Talons (fliers) are sporting a slightly altered colour scheme, trying to denote their 'ally' status just for shiggles and i think the grey/black makes them a little more menacing too. 

Given the amount of detailing and number of models this is going to roll over into a second post.  Everything is currently at a logical break-point, and i could chuck them on a '3 colour minimum' table if required.    Will close the curtains on Part 1 for now.



In other (brief) news...


Necromunda

Managed to Leadbelcher all the Necromunda terrain pieces. Still need to drop some washes and possibly some edge highlights (but definitely not everywhere !!). Might be able to dry brush the panels and catch the edges that way after the Null Oil is dry.


Loaner Army

Marines; (IMO) they need to be using air assault. So here's a freshly printed Thunderhawk for my loaner army and another for my game buddy's army too. Had a fresh pot of scarsnik, so why not.

and that's it for now, until next time...


Monday, 19 March 2018

Even LowER-end 3D Printer - Part 3

I think it's safe to say that i'm out of the "setup and blind confusion" phase and firmly into the "building expertise and production" phase.

I spent a fair bit of time over the last week working out the ins and outs of the printer; specifically in terms of 'getting objects made'. The software that came with the printer is not to my taste so i've been investing my efforts there in understanding Cura.

At the start of the week it was all about default setting gcode and getting the print bed more or less level and working.  The 'brim' that the software adds before it starts elevating the actual model helps a bit with working out which corners are high or low; and these can generally be tweaked easily during printing with a hex key.

So i cranked out a mess of tanks, some fliers and various bits and pieces. big stuff, easy stuff.

It was then time for infantry. Using the default settings for infantry really didn't cut it, so i tweaked the Cura slicer from 0.2 (draft) down to 0.1 (fine) quality.
This makes a frackHuge difference. I tried some marines and guard and they generally turned out very well. At least as well as my old printer, so that was good.

and now.. some pics...

here we see a couple of infantry samples and a malcador with a portable flame dispenser for scale.
Infantry: printed at 0.1mm z-axis. these were printed without support (except for the autocannon guy) though inevitably required a little knife trimming to remove 'extrusion gribbles'. the guard are very delicate pieces so the result there is extremely pleasing.
Vehicle: printed at 0.2mm z-axis. a bit of knife work required with gribbles and support (usually printed with support). it contains an acceptable level of detail given the 'quality' (tracks, hatches etc).
Things like tank barrels and things that stick out tend to print worse; e.g. the leman russ barrels were really blobby (even with support) and needed lots of post-print work (melted smooth and knife trimming).  this may have been avoided/reduced with a higher quality print... maybe.

Next we see my combined efforts from the last few days (much of which was done on the weekend).
A new Vraksian army close to completion... with only a handful of infantry sticks and transports to go.
[above: 10 leman russ, 10 malcador, 3 basalisks, 6 minotaurs (2 versions), 2 deathstrikes, 4 sentinels, 4 rhinos, 8 marines sticks, 2 hell talons, 3 hydras. todo/underway: 13 guard sticks + 7 chimeras... p.s. all of these are thingiverse models]

The wide variety of models and shapes REALLY helped push the learning curve.  There's a fair bit of experimentation and trail-and-error required in working out the technique for getting this all working but once you have that formula it seems easy enough to repeat the process.

Someone asked me online what minimum specs i'd want on a low end printer for this kind of project, to which i responded that "the 0.1mm z-axis resolution definitely makes a difference in infantry quality. i like the idea of a smaller nozzle (0.3mm) over 0.4mm but i honestly can't say how much difference it makes."

There are still a few fundamental issues to be resolved before i'd say we're business as usual...
- model lift (edge curling) is a (much lesser) issue but still happens with certain models.
Experimenting with the software brim/raft settings may provide a better result, an tweaking bed temperature.
- drift: where the print seems to displace during the job creating an unwanted offset. seems to happen on bigger jobs. nozzle might be dragging or bump a hard, raised bump... dunno, but might be a function of unlevel table.


[late additions 2018-03-20]
a couple of extra pics...


All the vraksians complete. i'm reasonably sure there's enough for a 3k list there, though i've been working at building options for various 1500pt combinations rather than tournament friendly lists. I think for 3k lists i'll need to add some extra formations, possibly doubling up on some.... unsure at this stage. i should possibly put painting off until i decide what else i need :)


The other remaining things i've printed since starting production with the new printer... just for completeness.


[later 2018-03-21... this post may end up being a ongoing piece]
I mentioned previously having issues to be resolved. 

Last night i ran a job to print out multiple small items in a single job (pic below, left object). it was about 75% of the way through the job when it obviously bumped, dislodged and went to schwit basically. quite annoying. part of the reason for looking at these printers was the 'do bigger job/batches' aspect.
not blaming the printer for this. the plate adhesion aspect is most likely the problem. 
After this i tried smaller batches (pic, right object) which printed perfectly... and i then printed 3 more perfect batches.
i should point out that i also tried 2 more small batches this morning and they both had adhesion issues.  this morning was cold and rainy, almost opposite of yesterday's situation, so the environment probably factors into the results.

my old printer used a 'fibreglass-looking plate' which you had to basically hack the object off.  more research on PLA required.


[much much much later]
[ed 2018-11-06: it would be remiss of me to leave the story there. Obviously these are just diarizing my experiences with cheaper printers.
I recently saw a post from a chap in Newcastle who had printed off a very nice looking (based on his pic(s)) BF Gothic ship with tonnes of details; and this from an Aldi printer.
The bigger the ship, the more details available. I'm not aware of the settings/setup/model that he used but it appears that the Aldi printers (cheap but not nasty) are capable of very good results.
My aim here is definitely not to bash cheap printers, but (as i've said all along) to manage one's expectations when it comes to this particular medium.]

Until next time...

Monday, 5 March 2018

On Terrain and Inspiration

This is just a some musings...

As I've mentioned in previous posts, a lot of the terrain i've made (buildings and structures) is based around rectangular, 'standard template' panels. It has some handy advantages such as uniformity, straight edges, scalability (just add more panels) and looks ok - if somewhat plain unless you throw your bitz box at them.


When used on the tabletop they appear to me to be quite stark. Not necessarily out of place, but kind of 'immediate' out of the landscape. This is fine and fits my own vision of a grimdark out-post on some gritty imperial backwater. 
Perhaps it's worker housing for a refuelling way station between large settlements. Maybe it's a small administrative settlement for a nearby mine. Perhaps it controls one of a thousand valves for a promethium pipeline that spans the globe. The 40k equivalent of a service station in the middle of nowhere. 

Why am I thinking about this? Well on the weekend i watched 'red sparrow' which was not to my taste ('heavy handed and obvious' i believe was my immediate review upon leaving the theatre; 'jam-packed with stereotypes, ham-fisted and lazily written' with further retrospect).
Anyway there were a couple of excellent camera shots of 'russian apartment buildings' (which i haven't been able to find as yet).

This reminded me of my terrain (or vice versa). The ones in the film really popped out of the flat, snowy ground; obviously the perspective was a chosen one and i'm sure a mcdonalds was just out of camera shot.


Anyway, if i hadn't already made some terrain like this i would have. They're also not entirely dissimilar to some of the old style Epic building, though those are more arch-y obviously.

I was curious whether they had had to really scour far and wide to find these apartments; so i did some cursory research on googmaps. They seem to be a very common; very typical (what i'm lazily going to call) 'soviet bloc' architecture theme.

There's inspiration everywhere; even in lousy flicks.


Update 2020-06-01 (yep 2 years on, time flies): Just watched the 2019 miniseries Chenobyl. Lots of snippets of similar architecture shown in there. So stark.


Until next time...